OBD:TRAM/raw0x30: Difference between revisions

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{{OBDth}}
{{OBDth}}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr| 0x00 | int16  |FFC8C8| 00 00 | 0    | x position? }}
{{OBDtr| 0x00 | int16  |FFC8C8| 00 00 | 0    | x position }}
{{OBDtr| 0x02 | int16  |FFFFC8| 00 00 | 0    | z position? }}
{{OBDtr| 0x02 | int16  |FFFFC8| 00 00 | 0    | z position }}
{{OBDtr| 0x04 | uint16 |C8FFC8| 8A 04 | 1162 | vertical extent }}
{{OBDtr| 0x04 | uint16 |C8FFC8| 8A 04 | 1162 | vertical extent }}
{{OBDtr| 0x06 | int16  |C8FFFF| BF FF | -65  | y offset of the vertical extent from character location }}
{{OBDtr| 0x06 | int16  |C8FFFF| BF FF | -65  | y offset of the vertical extent from character location }}
Line 19: Line 19:
;Notes
;Notes
:If the RealWorld animation flag is set then this part contains garbage and it is ignored.
:If the RealWorld animation flag is set then this part contains garbage and it is ignored.
:All values need to be multiplied by 0.01 to get the actual values.
:All values need to be multiplied by 0.01 to get the real values.
:(x, z) seems to be the position of the most extreme point along the velocity vector
:The x,z position is relative to the initial character location.


<CENTER>[[OBD:TRAM/raw0x2C|particle part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - position part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x34|bodyparts animation  part]]</CENTER>
<CENTER>[[OBD:TRAM/raw0x2C|particle part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - position part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x34|bodyparts animation  part]]</CENTER>

Revision as of 12:01, 11 September 2008

particle part  <<  TRAM - position part  >>  bodyparts animation part


This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.


Tram r10.gif


Offset Type Raw Hex Value Description
First element (black outline)
0x00 int16 00 00 0 x position
0x02 int16 00 00 0 z position
0x04 uint16 8A 04 1162 vertical extent
0x06 int16 BF FF -65 y offset of the vertical extent from character location
Notes
If the RealWorld animation flag is set then this part contains garbage and it is ignored.
All values need to be multiplied by 0.01 to get the real values.
The x,z position is relative to the initial character location.
particle part  <<  TRAM - position part  >>  bodyparts animation part